I’ve been playing my way through this year’s ParserComp entries. It’s an annual GameJam for text-based parser games where the winner gets their own lantern. ( And why not? It can get dark out there. )
I like text-based games because i think constraints bring creativity1. Even with AAA games, the specific questions of how you can make a game that fits within the constraints of hardware can yield really interesting art styles and gameplay choices.
I also like that the games are bite-sized ( at least the ones that i’ve played this year ), and it’s cool that – for a bunch of the authors – this is their first time making a game.
My favorite so far is Zugzwang.
There’s only four rooms, four directions of movement, and maybe sixteen keywords you can type: all of which the game teaches you while you play. But the writing is great, and with those few commands there’s a puzzle in how to apply them.
Don’t take my word for it. Go play it. It takes maybe 15 minutes start to finish.
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Speaking of constraints, if you want to make something fun to play, but only have ones and zeros… what do you do? oh, right. first, you build a microprocessor and then you can create anything you want! ↩︎